/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package com.esotericsoftware.spine;

import com.esotericsoftware.spine.Animation.DeformTimeline;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.VertexAttachment;
import com.xenoamess.commons.primitive.collections.lists.array_lists.FloatArrayList;
import org.joml.Vector4f;

/** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a
 * place to store
 * state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may
 * be shared
 * across multiple skeletons. */
public class Slot {
    final SlotData data;
    final Bone bone;
    final Vector4f color = new Vector4f(), darkColor;
    Attachment attachment;
    private float attachmentTime;
    private FloatArrayList deform = new FloatArrayList();

    int attachmentState;

    public Slot(SlotData data, Bone bone) {
        if (data == null) {
            throw new IllegalArgumentException("data cannot be null.");
        }
        if (bone == null) {
            throw new IllegalArgumentException("bone cannot be null.");
        }
        this.data = data;
        this.bone = bone;
        darkColor = data.darkColor == null ? null : new Vector4f();
        setToSetupPose();
    }

    /** Copy constructor. */
    public Slot(Slot slot, Bone bone) {
        if (slot == null) {
            throw new IllegalArgumentException("slot cannot be null.");
        }
        if (bone == null) {
            throw new IllegalArgumentException("bone cannot be null.");
        }
        data = slot.data;
        this.bone = bone;
        color.set(slot.color);
        darkColor = slot.darkColor == null ? null : new Vector4f(slot.darkColor);
        attachment = slot.attachment;
        attachmentTime = slot.attachmentTime;
        deform.addAll(slot.deform);
    }

    /** The slot's setup pose data. */
    public SlotData getData() {
        return data;
    }

    /** The bone this slot belongs to. */
    public Bone getBone() {
        return bone;
    }

    /** The skeleton this slot belongs to. */
    public Skeleton getSkeleton() {
        return bone.skeleton;
    }

    /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light
     * color for two
     * color tinting. */
    public Vector4f getColor() {
        return color;
    }

    /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not
     * used. The dark
     * color's alpha is not used. */
    public Vector4f getDarkColor() {
        return darkColor;
    }

    /** The current attachment for the slot, or null if the slot has no attachment. */
    public Attachment getAttachment() {
        return attachment;
    }

    /** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears
     *  {@link #deform}.
     * @param attachment May be null. */
    public void setAttachment(Attachment attachment) {
        if (this.attachment == attachment) {
            return;
        }
        this.attachment = attachment;
        attachmentTime = bone.skeleton.time;
        deform.clear();
    }

    /** The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
     * {@link Skeleton#time}. */
    public float getAttachmentTime() {
        return bone.skeleton.time - attachmentTime;
    }

    public void setAttachmentTime(float time) {
        attachmentTime = bone.skeleton.time - time;
    }

    /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each
     * vertex. For a
     * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex
     * positions.
     * <p>
     * See {@link VertexAttachment#computeWorldVertices(Slot, int, int, float[], int, int)} and
     * {@link DeformTimeline}. */
    public FloatArrayList getDeform() {
        return deform;
    }

    public void setDeform(FloatArrayList deform) {
        if (deform == null) {
            throw new IllegalArgumentException("deform cannot be null.");
        }
        this.deform = deform;
    }

    /** Sets this slot to the setup pose. */
    public void setToSetupPose() {
        color.set(data.color);
        if (darkColor != null) {
            darkColor.set(data.darkColor);
        }
        if (data.attachmentName == null) {
            setAttachment(null);
        } else {
            attachment = null;
            setAttachment(bone.skeleton.getAttachment(data.index, data.attachmentName));
        }
    }

    @Override
    public String toString() {
        return data.name;
    }
}
